In my game, there are tons of places where I need to play audios after functions complete, for example:
class Player{
    public AudioClip clip;
    void WalkToDestination()
    {
         //walk code here
         AudioManager.Play(clip);
    }
}
class GameManger{  
    public AudioClip clip;
    void AfterCompleteLevel()
    {
          //play level completion animation
           AudioManager.Play(clip);
    }
}
Since there are so many functions requiring playing sound, and every time I have to add 
public AduioSource clip into the class, and AudioManager.Play(clip); into the body, there are too much repetitive work. 
Is there any good design pattern for this?